I know about T-junctions, I think I’m going to clean the map up with vanilla textures and post the code here.
Hogwarts
Another variant, I read…
Try converting everything which is not structural to ase models. Mainly the terrain should help.
[QUOTE=ailmanki;389523]
Try converting everything which is not structural to ase models. Mainly the terrain should help.[/QUOTE]
What exactly does it change if you convert the terrain into an .ase model?
You still need the brushwork to clip the model so there are no major changes in the brushcount.
I for myself also convert many structures into .ase models but only if there are bigger advantages like reduced brush-count.
I know the water pump tunnels of Oasis are made of ASE models, seems there’s no brush following exactly it? You can clip a model but I read it could be problematic in some cases… Will the players be able to run on the rocks? If not, just a trigger_hurt above.
Anyone got a site i could host off? The map is too big to post as code or add as an attachment.
Map is only 743kb’s. Only for as long as a few people can take a look at the source and help me fix it up.
I can host it for you.
Can also have a look at your map - see if can be any help to you.
I suppose you are referring to the autoclip function. Well the usage of this function is pretty simple since the engine clips that model itself. The only problem is that it creates a brush for every tris.
[QUOTE=Mateos;389545]
Will the players be able to run on the rocks? If not, just a trigger_hurt above.[/QUOTE]
This sounds like the simplest solution in that case but nevertheless I would like to know if there are greater advantages with converting the terrain in .ase and then clip it for other more general situations.
Maybe a clip brush costs less resources than a textured one…don’t know.
Yes, was talking about the autoclip function. If the terrain is converted to ASE, just putting great caulked brushes inside for the VIS blocking could be enough, by screenshots on some parts of the map I guess falling on them should cost over 150 HPs for a player… So just a trigger_hurt to make sure players notice nothing? Or quick raw clip/slick stuff?
The terrain doesn’t even seem to take that many tri’s tbh. You could take all the towers that the player would not be able to reach anyway, and make the entire thing into an .ase model (as I suggested some time ago) - that would shave down the number of brushes you use considerably.
[QUOTE=KeMoN;389544]What exactly does it change if you convert the terrain into an .ase model?
You still need the brushwork to clip the model so there are no major changes in the brushcount.
I for myself also convert many structures into .ase models but only if there are bigger advantages like reduced brush-count.[/QUOTE]
Hm true. Then I guess only things which do not need to be clipped, or can be clippen manually… E.g. a complex table can be just a brush for the clip
And the terrain maybe not everything is accesible.
I guess you wont need my host anymore now? 
Sry for late answer, but HAPPY NEW YEAR 
No mate, thank you anyway. I assume a few people have downloaded this now, thoughts on brushwork etc would be appreciated.
If someone else wants to have a look feel free to do so. I just wanted to let you know that I’ve been working on it since 2 hours…
I will present my results lateron when I’m finished, in this post…

Phew…
After 4 hours of work I have come up with some suggestions.
I converted groups of complex brushwork into .ase models. With this way I could reduce the brush-amount from 10300 to 6700.
The things I changed are only a few little things. I hope you forgive me that I didn’t continue but I haven’t had any motivation left
and the map is currently not even in alpha-stage so there will be several changes made.
As we all know you can’t modify .ase models (easily) and thats’s why it wouldn’t make any sense to convert brushwork to models which could be edited lateron.
Let me just tell you, that you still have several areas were you could reduce your brushamount easily.
Some of those areas I posted as “suggestions”. The other images are already converted .ase models.
In nearly all cases I added a .map file were the model is located at its final place in the real map, fully clipped!
You just need to copy-paste the model+clip into your map and delete the old brushwork.
// EDIT: PICTURES REMOVED
Anyways I suppose those propositions were quite helpful. It is a great and detailed map. Details always are the best and with the option of using .ase models you can even create higher details in your map.
Have fun with the creation of your map!
Regards
KeMoN
// EDIT: I’m going to lose the server these pictures and the download were stored on, so I attached the download to this post.
The files are compressed .7z files so you have to rename them following this pattern: “hogwarts_partX.zip” -> “hogwarts.7z.00X”. Then extract them with 7zip.
THAT is really a sick looking map! I hope it gets seen all the way through I would love to play this as a complete map . I just started trying to make my 1st map and now i realize how tedious it really is. Do you have any idea what OBJs are going to be? will it be Harry Potter like obj or ET. or is it too early still? Any way, keep up the good work it looks amazing already
Good job KeMoN, that is exactly what I would have done too and at the exact places too. You could probably go a bit further and make all the windows into models too, since I doubt you’d get to reach most of them (and since its a large map, having those tiny hitboxes would make the engine create unecessary calculations)
Also a good thing about using models is that they ‘disappear’ as soon as the origin of the model is not in the main view of the player. That would cut down the overall tri’s aswell.